[vtkusers] Huge framedrops on Android when opening textured OBJs
David Gobbi
david.gobbi at gmail.com
Wed May 25 12:08:45 EDT 2016
The vtkImageResize filter can be used to downsample an image.
On Wed, May 25, 2016 at 10:05 AM, András Lehotay-Kéry <lkandris at gmail.com>
wrote:
> Just a few at most. Will try it then.
> Does VTK provide any dynamic texture desampling at post load? That way i
> can isolate low-res texture usage to the mobile viewer and i still get to
> keep my fancy 4k textures.
>
>
> ----------------------------
>
> [image: SmartMobileVision] <http://www.smartmobilevision.com/>
>
>
> *András Lehotay-Kéry*Software Developer (Mobile / Computer Vision)
> lka at smartmobilevision.com
>
> SmartMobileVision
> Szent Gellért tér 3, 1114 Budapest, Hungary
> www.smartmobilevision.com
>
> [image: Google +] <https://plus.google.com/+Andr%C3%A1sLehotayK%C3%A9ry> [image:
> LinkedIn] <https://www.linkedin.com/in/andras-lehotay-kery-8abb899b>
>
> On Wed, 25 May 2016 at 18:01 Bill Lorensen <bill.lorensen at gmail.com>
> wrote:
>
>> How many 4k textures? I had about 100. Had to drop them to 512 then speed
>> was good.
>>
>>
>> On Wed, May 25, 2016 at 11:43 AM, András Lehotay-Kéry <lkandris at gmail.com
>> > wrote:
>>
>>> Although mine is a native app, not webgl based, should be faster i think.
>>>
>>> On Wed, 25 May 2016 at 17:39 András Lehotay-Kéry <lkandris at gmail.com>
>>> wrote:
>>>
>>>> Well, mines can go up to 4096 x 4096. In fact the demo model has a
>>>> texture with just this size.
>>>> Allright, so if i split up my huge textures and generate multiple UV
>>>> maps from them of 512x512 size would it make any difference?
>>>>
>>>>
>>>>
>>>> ----------------------------
>>>>
>>>> [image: SmartMobileVision] <http://www.smartmobilevision.com/>
>>>>
>>>>
>>>> *András Lehotay-Kéry*Software Developer (Mobile / Computer Vision)
>>>> lka at smartmobilevision.com
>>>>
>>>> SmartMobileVision
>>>> Szent Gellért tér 3, 1114 Budapest, Hungary
>>>> www.smartmobilevision.com
>>>>
>>>> [image: Google +]
>>>> <https://plus.google.com/+Andr%C3%A1sLehotayK%C3%A9ry> [image:
>>>> LinkedIn] <https://www.linkedin.com/in/andras-lehotay-kery-8abb899b>
>>>>
>>>> On Wed, 25 May 2016 at 17:35 Bill Lorensen <bill.lorensen at gmail.com>
>>>> wrote:
>>>>
>>>>> How large are your textures and are they powers of 2. I've seen big
>>>>> performance hits with large textures (1024x1024) in a webgl app.
>>>>> On May 25, 2016 11:19 AM, "András Lehotay-Kéry" <lkandris at gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Hey folks!
>>>>>> I mainly use VTK 7.0.0 for model display purposes on Android
>>>>>> platform. I gave a try got the quite recently
>>>>>> introduced vtkOBJImporter class to test the viewer behaviour for OBJ models
>>>>>> with multiple textures and bumped into the following issues:
>>>>>>
>>>>>> Scenario 1:
>>>>>> If i use vtkOBJImporter for models with any number of textures, i
>>>>>> get ENORMOUS framedrops
>>>>>> Scenario 2:
>>>>>> If i use vtkOBJReader for models with a single texture, i get the
>>>>>> same effect as above
>>>>>> Scenario 3:
>>>>>> If i use vtkOBJReader for the same models but without textures, i
>>>>>> have no issues, the viewer is up to speed.
>>>>>>
>>>>>> I recorded two short videos for demostration:
>>>>>> Scenario 2:
>>>>>> https://goo.gl/93ag9e
>>>>>> Scenario 3:
>>>>>> https://goo.gl/cn0blJ
>>>>>> Test model:
>>>>>> https://sketchfab.com/models/a6f343cc661644319f88f1bdd20fe6de
>>>>>>
>>>>>> Mind you, the test model is quite large, but i get the same effect on
>>>>>> models weigh less than 1MB.
>>>>>>
>>>>>> Build setup:
>>>>>> Debian 8.3
>>>>>> Android NDK r10e
>>>>>> toolchain GCC 4.9
>>>>>> -O3 optimization
>>>>>> OpenGL ES 2.0 / 3.0 linkage (tried both, makes no difference here)
>>>>>>
>>>>>> Test devices:
>>>>>> LG G4
>>>>>> Nexus 9
>>>>>> Galaxy S5
>>>>>>
>>>>>> What could cause this effect? Different rendering mechanism for
>>>>>> textured models?
>>>>>> Thanks in advance!
>>>>>>
>>>>>>
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